[SCR] MARS Fire Control (v5.25 - 16.02.13)
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
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Read the manual.
Also,
Because they are defending the station. Duh. Wouldnt want the station to turn red and make you lose rep.. Or, dumb turret scripts can shoot the station with enough Gauss rounds to blow it up.
And because mars keeps all but the longest ranged laser (one per turret at least) in reserve, in case another turret decides it needs them.
Also,
Because they are defending the station. Duh. Wouldnt want the station to turn red and make you lose rep.. Or, dumb turret scripts can shoot the station with enough Gauss rounds to blow it up.
And because mars keeps all but the longest ranged laser (one per turret at least) in reserve, in case another turret decides it needs them.
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Plasma ray cannon?
PRC?
What language, or mod? (phased array laser cannon? phased repeater gun? plasma beam cannon?)
It sounds like something might be wrong with your tfile that tells mars some important information, but if you claim that the turrets FIRE when they in station defend mode (they shouldnt, thats the point of station defend)
Or are you saying that MARS never loads more than one laser..
PRC?
What language, or mod? (phased array laser cannon? phased repeater gun? plasma beam cannon?)
It sounds like something might be wrong with your tfile that tells mars some important information, but if you claim that the turrets FIRE when they in station defend mode (they shouldnt, thats the point of station defend)
Or are you saying that MARS never loads more than one laser..
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Plasma beam cannon may be, if it uses only on Cerberus in Argon fleet. I bought our (russian) localization game version. I don't know how to put some gun's names in English exactly.
I've told that PBC doesn't shot after undocking while I restart MARS. And after restarting it trying to install HEPT into towers. If I remove HEPT from the ship MARS uses one PBC gun per turret only.
I've told that PBC doesn't shot after undocking while I restart MARS. And after restarting it trying to install HEPT into towers. If I remove HEPT from the ship MARS uses one PBC gun per turret only.
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The proper function is to remain in "protect station" mode while a station of any kind not marked as an enemy is in range of the turret's firing arc and guns. If it stays in that mode when you're in an empty space, try reinstalling the script.
There should only be one gun in each turret until the exact moment it begins to fire, at which point it immediately loads the best weapons available at the moment. When no more valid targets are in range, it unloads the weapons so the other turrets to have access to them. If not, try reinstalling the script.
You should never manually switch guns on a turret that's currently in MARS mode.
There should only be one gun in each turret until the exact moment it begins to fire, at which point it immediately loads the best weapons available at the moment. When no more valid targets are in range, it unloads the weapons so the other turrets to have access to them. If not, try reinstalling the script.
You should never manually switch guns on a turret that's currently in MARS mode.
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I'm sorry for being lazy - please forgive me not reading 130 pages in this thread
I like the idea of MARS system with one huge exception - the automatic weapons changing... is there any method of disabling this feature in MARS mod? I know it's convinient and good for lazy people like me
but:
1) It seems (to me) that it makes fighting too easy and less player-involving
2) I like the idea of having to prepare ships for various roles instead of loading them full with different weapons and saying "ahhh the MARS will do the rest"
so is there such an option to just turn off the automatic weapon switching while leaving the rest working?
once again sorry for being lazy - I'm quite sure this issue was discussed already but please - 130 pages is just too much for my eyes
p.s. to all you script and mod makers - you make this game the best game I've ever played (apart from Diablo 2 ;p )


1) It seems (to me) that it makes fighting too easy and less player-involving
2) I like the idea of having to prepare ships for various roles instead of loading them full with different weapons and saying "ahhh the MARS will do the rest"
so is there such an option to just turn off the automatic weapon switching while leaving the rest working?
once again sorry for being lazy - I'm quite sure this issue was discussed already but please - 130 pages is just too much for my eyes

p.s. to all you script and mod makers - you make this game the best game I've ever played (apart from Diablo 2 ;p )
Fasten your seatbelt Dorothy 'cause Kansas is goin' bye bye...
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It's a real shame I can't do that myself (unless someone tells me how)
It's even a greater shame that the mod creator didn't think about having such an option being switchable...
It seems then I'll have to go for some other mods or someone will make this option available
It's even a greater shame that the mod creator didn't think about having such an option being switchable...
It seems then I'll have to go for some other mods or someone will make this option available

Fasten your seatbelt Dorothy 'cause Kansas is goin' bye bye...
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I do believe, that if you look through the community links to the mods, that there is a mod, that allows for weapon changing, via hotkey. You, know, like you set a loadout, assign it a hotkey, and so on for the next loadout. Cumbersome, but maybe what you are looking for.
I like Mars, because it uses the best available weapon, that it can hit a target with, if it can hit the target. No wasted shots. Well, at least not as many...
I don't load every weapon on the ship that it can use. Usually a select number, of the various available, as Mars isn't going to load all the weapons at once, and may even only use 1 weapon in a turret. This saves on cargo space, and prevents the constant 'energy low' warnings. I am still learning to tweak and use Mars, it is really so efficient.
But to each their own...
Look in the community links sticky, it is there, somewhere...
I like Mars, because it uses the best available weapon, that it can hit a target with, if it can hit the target. No wasted shots. Well, at least not as many...

I don't load every weapon on the ship that it can use. Usually a select number, of the various available, as Mars isn't going to load all the weapons at once, and may even only use 1 weapon in a turret. This saves on cargo space, and prevents the constant 'energy low' warnings. I am still learning to tweak and use Mars, it is really so efficient.
But to each their own...
Look in the community links sticky, it is there, somewhere...

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To disable weapon switching just open the 7047.L044.xml in your t file folder and edit:
Change them both to zero. I think that should do it.
The 7047 tfile allows you to change many options for MARS that are not accessible in game.
Code: Select all
<t id="20380"> MARS Light (small ships) : weapon switching / changing enabled</t>
<t id="20381">0</t>
<t id="20810"> MARS Regular (big ships) : weapon switching / changing enabled</t>
<t id="20811">1</t>
The 7047 tfile allows you to change many options for MARS that are not accessible in game.
The first documented attempt in human history to use a rocket for spaceflight
was made in the 16th century by a Chinese Ming dynasty official named Wan Hu.
The resultant explosion presumably killed him.
was made in the 16th century by a Chinese Ming dynasty official named Wan Hu.
The resultant explosion presumably killed him.
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So is this still not compatible with CMOD 3?
What is it that isnt compatible? My main interest in MARS is actually for the AI using MARS =)
If they are incompatible without every user manually editing files, why isnt there just a simple .zip with modified & compatible CMOD 3 files? It seems there are tooooons of random "modify this, write that there, enter these values here" replies, but no simple "here, these files will make it compatible".
Apart from the ones in the CMOD thread that this main topic claims are broken.
Sorry if it's been asked 2082 times
Also what happens if you disable big ship weapon switching? They just keep their turrets fully stocked as in vanilla?
Will that *remove* some spare turrets from their cargo?
What is it that isnt compatible? My main interest in MARS is actually for the AI using MARS =)
If they are incompatible without every user manually editing files, why isnt there just a simple .zip with modified & compatible CMOD 3 files? It seems there are tooooons of random "modify this, write that there, enter these values here" replies, but no simple "here, these files will make it compatible".
Apart from the ones in the CMOD thread that this main topic claims are broken.
Sorry if it's been asked 2082 times

Also what happens if you disable big ship weapon switching? They just keep their turrets fully stocked as in vanilla?
Will that *remove* some spare turrets from their cargo?
CPU: Intel i7 6300k RAM: 32gb GPU: nVidia 1070 6gb VRAM
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Here's a CMOD compatible T-file I put together:
http://www.filefront.com/15011953/MARS% ... taible.zip
Should work. I followed the directions in the beginning of the thread.
http://www.filefront.com/15011953/MARS% ... taible.zip
Should work. I followed the directions in the beginning of the thread.
The first documented attempt in human history to use a rocket for spaceflight
was made in the 16th century by a Chinese Ming dynasty official named Wan Hu.
The resultant explosion presumably killed him.
was made in the 16th century by a Chinese Ming dynasty official named Wan Hu.
The resultant explosion presumably killed him.
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Ignore this for now.... im trying the solution above.!!!
A C-Mod question
I read on the FAQ about Cmod not having the right info, and having to add it to that 1 T file, so i opened it up....
to the best of my abilitie, it already had it, but i added to it, and now have
however, Mars Still refuses to install. i only have this, and the Cheat package installed for now, and about 1/2 a dozen mods installed (Ship Rebalence, Missile Rebalence, that Sector Overhall mod..)
any advice?
A C-Mod question
I read on the FAQ about Cmod not having the right info, and having to add it to that 1 T file, so i opened it up....
to the best of my abilitie, it already had it, but i added to it, and now have
Code: Select all
- <page id="7047">
<t id="9909">This ID is queried to determine if the TFile is present and readable by X3 :</t>
<t id="6422101">MARS</t>
<t id="9909">This LINE is displayed on the MARS Menu (config) so the user can confirm that the RIGHT TFile has been loaded and whodunit.</t>
<t id="6422102">(5 spaces for formatting) vanilla X3 v2.1 \(Gazz\)</t>
<t id="9909">-------------------------------------------------------</t>
<t id="9909">MARS FIRE CONTROL</t>
<t id="9909">-------------------------------------------------------</t>
........... Ect.
however, Mars Still refuses to install. i only have this, and the Cheat package installed for now, and about 1/2 a dozen mods installed (Ship Rebalence, Missile Rebalence, that Sector Overhall mod..)
any advice?
Jovianmoon wrote:Are we ready to collide with that asteroid?apricotslice wrote:...auto-pillok...
Yes sir! Engaging auto-pillock!
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Code: Select all
<?xml version="1.0" encoding="UTF-8"?>
<language id="44">
<page id="7047">
<t id="9909"> This ID is queried to determine if the TFile is present and readable by X3 : </t>
<t id="6422101">MARS</t>
<t id="9909"> This LINE is displayed on the MARS Menu (config) so the user can
confirm that the RIGHT TFile has been loaded and whodunit. </t>
<t id="6422102">(5 spaces for formatting) CMOD3</t>
<t id="9909">-------------------------------------------------------</t>
<t id="9909"> MARS FIRE CONTROL </t>
<t id="9909">-------------------------------------------------------</t>
<t id="9910"> USER CONFIGURABLE OPTIONS </t>
<t id="9910"> MARS *automatically* skips indices that do not exist in the text file,
not overwriting internal values. </t>
<t id="20130"> Safety range for AREA laser usage </t>
<t id="20131">3800</t>
<t id="20160"> Cap mode: enable (1 or 0) </t>
<t id="20161">1</t>
You didnt do it with word, did you? Notepad is best here (read, dont use anything BUT notepad)
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In the beginning I did that but there were more laser mods coming up so I'd ended up with too many mods to watch for (sometimes undocumented) changes, just to ensure compatibility.Baleur wrote:If they are incompatible without every user manually editing files, why isnt there just a simple .zip with modified & compatible CMOD 3 files? It seems there are tooooons of random "modify this, write that there, enter these values here" replies, but no simple "here, these files will make it compatible".
So that didn't work, either.
Eventually all the mod creators agreed to update that one file themselves because it really isn't a lot of work and that was that.
Only sucks for abandoned mods.
My complete script download page. . . . . . I AM THE LAW!
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
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... these page-id must be from a third party library or something like that. They are almost the same ... if the differences in t-id 1003 and 1004 are doing any harm to the function of each scripts, I don't know.Requiemfang wrote:Hmmm... you might want to post this in the OP post because two of the files are the same as ones used in the Factory Complex Constructor mod
8910-L044
8910-L049
I'm also posting this in the FCC thread
Maybe Gazz can tell about?
MARS Fire Control wrote:<?xml version="1.0" encoding="UTF-8" ?>
<language id="44">
<page id="8910" title="">
<t id="1000">67.100.133.167.200.233.267.334.370.270</t>
<t id="1001">'li</t>
<t id="1002"> j</t>
<t id="1003">.,"!|frtI-/\\\(\)</t>
<t id="1004">cksJLz?\{\}</t>
<t id="1005">abdeghnopuvxy*$`BEFKPSTVXYZ1234567890</t>
<t id="1006">ACDGHNRU</t>
<t id="1007">mwMO+#^</t>
<t id="1008">W@</t>
<t id="1009">%</t>
<t id="1010">~</t>
<t id="1098">%s\n|%s|</t>
<t id="1099">ÿ</t>
<t id="2001">{</t>
<t id="2002">}</t>
<t id="2003">\\</t>
<t id="2004">\033</t>
</page>
</language>
Factory Complex Constructor wrote:<?xml version="1.0" encoding="UTF-8" ?>
<language id="44">
<page id="8910" title="">
<t id="1000">67.100.133.167.200.233.267.334.370.270</t>
<t id="1001">'li</t>
<t id="1002"> j</t>
<t id="1003">.,"!|frtI-/\</t>
<t id="1004">cksJLz{?</t>
<t id="1005">abdeghnopuvxy*$`BEFKPSTVXYZ1234567890</t>
<t id="1006">ACDGHNRU</t>
<t id="1007">mwMO+#^</t>
<t id="1008">W@</t>
<t id="1009">%</t>
<t id="1010">~</t>
<t id="1098">%s\n|%s|</t>
<t id="1099">ÿ</t>
<t id="2001">{</t>
<t id="2002">}</t>
<t id="2003">\</t>
<t id="2004">\033</t>
<t id="91099">|%s|\n|%s|\n|%s|\n|%s|\n</t>
<t id="91098">%s\n|%s|</t>
</page>
</language>